So with the new year a new version of Compile Pal is out. This is the version that has been long awaited - the one that really finalises everything we wanted Compile Pal to be.
It's all about productivity here, with new tools to automatically generate cubemaps and navmeshes in the compilation process. This is paired with repack support to further compress the BSP's used for Team Fortress 2. Got a long compile and want some sleep? Just enable the 'shutdown' tool and you won't need to stay up to see it finish.
On the back end, each compile step has been made modular! Meaning you can now create your own tools and share them with fellow mappers. (Also, in JSON, not CSV!)
This along with the usual UI improvements that make Compile Pal a breeze to use.
Download here!

Maxime has fixed up the BSP packing so there's a new update. This should work perfectly with CS:GO models. https://github.com/ruarai/CompilePal/releases/latest Changes: Allow BSP packing of CSGO model filesFix for TF2 update that broke BSP packImprove detection of assets in BSP packFix input dialogs for adding and cloningImprove analyticsImprove update dialogAlso, there were a few obvious bugs that had managed to survive for a while in the last version. In case it was just a case of not knowing where to report them, you can always go here: https://github.com/ruarai/CompilePal/issues I'm striving to make this a quality application, so don't be misled by the fact that it's free that the bugs are warranted.

Just spoke to the developer working on PACK - sounds like the issue is with the newer model formats that CS:GO has. Apparently it's got an easy fix, so there should be a new release with this resolved soon.

The packing is the most complicated part, since it has to account for nearly every little edgecase within the Source asset pipeline. Currently it works by reading the output BSP and parsing it for any custom content. How is your content stored in your game directory? Is it just in /csgo/materials, or something like /csgo/custom/materials? It's possible the packer can't find it.

It's certainly been a while since the last post in this thread, but I think there's been some big changes recently that I think will interest people: Error Fetching Compile Pal can detect and provide information relating to errors using the Interlopers error listings. This has everything from the Interlopers website, including community-reported errors. It's all done straight from the compile output, too: Improved Packing Thanks to the work of contributor Maxdup, the PACK feature has been far improved, and is now able to pack nearly all content, including: Materials Models Model Skins Skybox Textures Sprites Water Materials Color Correction Detail Files Menu Photos Soundscapes Soundscripts Particle Manifests Much more... As always, the latest version can be downloaded on GitHub. https://github.com/ruarai/CompilePal/releases/latest

Also, the tools that are used during a compile are completely customizable, for instance, you could make a second VRAD if you're in that weird situation where you need two passes of LDR and HDR.
There's a bit of information on it here:
https://github.com/ruarai/CompilePal/blob/master/CompilePalX/Parameters/.help.txt

I've released the biggest update yet! It's a complete rewrite that targets some of the biggest issues people were having with the tool such as a lack of extensibility and numerous bugs. You can download it here: https://github.com/ruarai/CompilePal/releases/latest
I've updated the OP so you can also see the new design.

is this source?
Yep.
Except I think half the reason it looks so good is because it's so inefficient - there's only 3 actual brush blocks with the rest being displacements. That means I end up with a stupid amount of polygons but also means I can add a lot more noise and smoothing than is typical. The joint between the sewer ceiling and gutter thing is a good example of how natural it can look. Except this approach is dangerous and I would be scared to put this in a playable map, solely for this reason:
Over 15000 tris at the moment. Could be optimised down for sure, but I don't think I'll go too far with this anyway.

The idea for a Blue Shift recreation is great, especially if we can use the Black Mesa content. It seems like a good first project since it's not too big. Although, wouldn't there be a bit of creative restraint if we're to keep the same theme as Black Mesa?